Player's Handbook · Chapter 8

Armies and Units

An army is a stack of companies (100 soldiers each) under one commander. Its Power is calculated from its companies; you never set it by hand.

Power

Army Power = Σ (company base Power × grade) × veterancy.

  • Grade: Militia ×0.5 · Regular ×1 · Elite ×1.5. A Barracks trains militia and regulars; elite needs a War-college, an elite kit and one season of drill.
  • Veterancy (the whole army): green ×1 · seasoned ×1.1 · veteran ×1.25 · elite ×1.5. An army that wins a battle and survives the season moves up one step (max veteran; elite only through play).
  • Commander rating (0–5, up to 8 for a sovereign with Command perks) is added to battle rolls. It never multiplies Power.
  • Morale (−3 to +3) is added to battle rolls: +1 for field priests or sergeants, −1 unpaid, −2 starving.
  • Upkeep per company per season = base upkeep × grade (militia ×1, regular ×1.5, elite ×2). Mercenaries ×2. Fielded armies beyond 100 miles multiply upkeep by distance (Debt and Distance).

Muster: 50 gp per company plus its kit (Arms and Equipment), one season to assemble (one month for mercenaries), and 1 pop of manpower (Population, Food and Needs).

Infantry

UnitBase PowerUpkeepRequiresNotes
Levy125 gpTowermilitia only
Spearmen2 (4 vs cavalry)60 gpBarracksbrace +2 vs a charge
Men-at-arms3100 gpBarracksline infantry
Swordsmen4140 gpBarracks + Arsenal+1 in close assault
Pikemen3 (5 vs cavalry)110 gpBarracks + Arsenalhedge against horse
Halberdiers4 (6 vs armored)150 gpBarracks + Arsenal+2 vs plate
Sergeants5220 gpBarracks + War-college+1 morale

Missile

UnitBase PowerUpkeepRequiresNotes
Archers2 (3 defending)60 gpBarracks
Longbowmen3 (5 defending)110 gpBarracks + War-college
Crossbowmen3 (4 defending)90 gpBarracks + Arsenalignores shields
Pavise crossbows4 (6 defending)140 gpArsenal + War-college

Cavalry (each needs 1 mount per season)

UnitBase PowerUpkeepRequiresNotes
Scouts280 gpWatch-post30 mi/day, ambush warning +2
Light horse3150 gpStable20 mi/day
Outriders4200 gpStable + Watch-postretreat without pursuit
Heavy horse6300 gpStable + Castlecharge +2
Knights10800 gpCastle + Stableelite pop, 0.2 per company
Royal lancers121,100 gpCastle + Stable + War-collegeelite grade only, charge +4

Siege and support

UnitBase PowerUpkeepRequiresNotes
Siege train4 (8 vs walls)300 gpArsenal8 mi/day
Engineers2 (6 vs forts)180 gpArsenal + Academy+2 to batter rolls
War-dogs2 (4 vs militia)50 gp + 1 FoodBarracks or Watch-post
Field priests1120 gpTemple+1 morale
Surgeons1150 gpAcademy or Templethe winner's losses −5%

(modules): war-mages and blood initiates (High Magic), oathsworn and battle priests (Faith and Oaths), and drake wings and dragons (Dragons) are listed in their modules.

Ships

Built at a Shipyard. Upkeep is per ship per season.

ShipCostUpkeepPowerCarries
Cog2,000 gp100 gp15 Food or 1 company
Galley4,000 gp200 gp3 (6 in coastal waters)1 company
Warship10,000 gp500 gp62 companies
Manual updated Nov 8, 2026.